Helmar began his military career as a priest of the Rune and stood out among his fellow warriors for his strictness, asceticism, and fanatical hatred of enemies. Soon, commanders noticed him and began to entrust him with the command of small detachments. Helmar learned to infect his subordinates with his rage, and now he is known as a commander whose soldiers are distinguished by their cruelty and ruthlessness in battles.
Attack — 6
Defense — 5
Magic — 8
Knowledge — 8
Morale — 0
Luck — 0
Mana — 80
Hero's special ability:
Sacred Hammer: each time the hero casts a Light magic spell on a friendly unit, there is a chance that the "Punishing Strike" spell will also be cast on the unit.
Skills:
Basics of Rune Knowledge.
Advanced Defense.
Skilled Light Magic.
Skilled Chaos Magic.
Reflection.
Defensive Hird.
Fire Lord.
Mana Burst.
Pyrokinesis.
Protector.
Righteous Fury.
Eternal Light.
Spellbook:
Punishing Strike (common).
Dodge (common).
Magic Arrow.
Teleport.
Lightning.
Fireball.
Stone Spikes.
Holy Word.
Chain Lightning.
Meteor Shower.
Earth Shock.
Armageddon.
Resurrection.
Divine Power.
Dispel.
Haste (common).
Stone Skin (common).
Rune of Berserk.
Rune of Exorcism.
Artifacts
Rune Battle Harness — increases the hero's defense and knowledge by 2 points.
King of Dwarves Greaves — adds 4 points to attack and makes all creatures in the army immune to the "Slow" spell.
Phoenix Feather Cloak — enhances fire element spells by 50%.
Army
Mountain Defenders — 100
Warriors — 100
Spearman Masters — 30
Bear Lords — 20
Arkata Priests — 35
Jarls — 20
Lava Dragons — 4
Helmar cannot boast of high characteristics or an abundance of runes. Helmar has almost no archers. At the general level, only Jarls stand out, even without an energy rune, they will be able to attack in the very first turn, when enemy units are still in their places.
However, not everything is so bad. Helmar's key advantage is his skillful mastery of fire magic. With the help of the pyrokinesis skill, for the next three turns after the fire spell, everyone who was affected by it will receive 100% damage. It turns out that "Armageddon" performed by Helmar will deal 1215 units of damage, and it will also reduce defense. Helmar can also burn mana; enemy mages will receive 150 units of damage, which is very significant, I must say.
Light magic is developed in Helmar as well as possible; spells cast by Helmar cannot be dispelled, and thanks to his specialization, after each light spell, a punishing strike is cast on the creature. That is, if you cast, say, Dodge (common) on troops, everyone will receive a punishing strike (:smile21: - Ossir in such a situation).
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